Do not load chunks for light checks
Should only happen for blocks on the edge that uses neighbors light level (certain blocks). In that case, there will be 3-4 other neighbors to get a light level from.
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@@ -0,0 +1,21 @@
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Thu, 31 Mar 2016 19:17:58 -0400
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Subject: [PATCH] Do not load chunks for light checks
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Should only happen for blocks on the edge that uses neighbors light level
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(certain blocks). In that case, there will be 3-4 other neighbors to get a light level from.
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diff --git a/src/main/java/net/minecraft/server/World.java b/src/main/java/net/minecraft/server/World.java
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index 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
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--- a/src/main/java/net/minecraft/server/World.java
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+++ b/src/main/java/net/minecraft/server/World.java
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@@ -0,0 +0,0 @@ public abstract class World implements IBlockAccess {
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if (blockposition.getY() >= 256) {
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blockposition = new BlockPosition(blockposition.getX(), 255, blockposition.getZ());
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}
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+ if (!this.isLoaded(blockposition)) return 0; // Paper
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Chunk chunk = this.getChunkAtWorldCoords(blockposition);
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--
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@@ -119,5 +119,11 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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+ public static Location toLocation(Entity entity) {
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+ public static Location toLocation(Entity entity) {
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+ return new Location(entity.getWorld().getWorld(), entity.locX, entity.locY, entity.locZ);
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+ return new Location(entity.getWorld().getWorld(), entity.locX, entity.locY, entity.locZ);
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+ }
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+ }
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+
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+ public static boolean isEdgeOfChunk(BlockPosition pos) {
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+ final int absX = Math.abs(pos.getX()) % 16;
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+ final int absZ = Math.abs(pos.getZ()) % 16;
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+ return (absX == 0 || absX == 15 || absZ == 0 || absZ == 15);
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+ }
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+}
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+}
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--
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--
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